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AKheon | Deadly Premonition (PS3) - dungeon break out pt. 1 @AKheon | Uploaded August 2023 | Updated October 2024, 1 day ago.
After finishing an action level, or a "dungeon" as I tend to call them, a prompt appears that asks York if he wants to try it again. You can take this prompt with you using a Sigourney break-out and then combine it with other things in the overworld to create some pretty unique results.

One of the best parts about dungeon break-out is that the dungeon query is extremely portable and you can take it almost anywhere (except, of course, indoors past a loading zone). The dungeon query is always operated with 'X' regardless of your custom inputs, so if you set the button for prompt activation to something else, you can use prompts while still having full control of the query. Opening Pause-menu while the query is active is also possible, so you can quick travel with it without issues.

0:50 - The prompt / query that is visible on the screen will be inactive at first, but it becomes active again after you 'observe' something.

Choosing the lower option "I'm done with this" creates two break-outs in a row: one immediately and one a few seconds later. To be precise, it's technically not a full break-out with cinematic actions like this since York doesn't regain freedom to move - the animation instead resets on the spot and becomes displaced. As a side effect, the screen remains blurry afterwards.

1:25 - The way this break-out resets animations can create unique results, but it has its limitations too. For instance, you can't start peek break-out using dungeon break-out. But on the plus side (?), you can go through a wall using a dumpster. The displaced and continuously resetting dumpster animation moves York way past the dumpster, allowing him to clip through the wall behind it in the process.

1:59 - Resetting a door animation continuously. Not too useful, but it looks interesting.

2:25 - Dungeon break-out of fishing. Nothing seems to happen, except the music goes quiet. It's really curious how these break-out tactics cause very different results around the game... each has its own uses and limitations.

2:58 - Choosing the first option "I'll try again" instead starts the dungeon. Although the idea of being able to re-enter the dungeon from anywhere in the overworld seems powerful, in practice it's less interesting than you'd think. Loading zones tend to fix most glitch mechanics in the game, and after leaving the dungeon, you're sent back to the hospital as usual with seemingly no side effects.

As one nice detail in this clip, you can also see what happens when two queries exist on the screen simultaneously. The dungeon query appears to meld together with the gas station menu, and then then when I select to open the gas station menu I simultaneously also choose to enter the dungeon.

3:35 - perhaps the biggest strength of dungeon break-out, aside its portability, is how easy it makes cutscene break-outs. Just choose the second option, and voila: instant break-out.

But it does come with some limitations: first of all, cutscenes can't be skipped while a query is on the screen. Secondly, dialogue lines tend to make you lose control of the query, so you can only use it to break out before anyone starts talking.

In this clip, I use dungeon break-out to start gas station break-out pretty effortlessly. You need a somewhat late timing to do this; otherwise Gina's dialogue box catches you and prevents you from leaving.

4:01 - Another example from Chapter 9.
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Deadly Premonition (PS3) - dungeon break out pt. 1 @AKheon

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